Major shader overhaul

• All shaders merged into one using shader variants
• new SDF-based antialiasing engine
• Smoothness on SDFs is now disabled
feature-better-tweakables
Andrew Cassidy 4 years ago
parent 1ab8d0f6bc
commit f78093bbb6

@ -1,130 +0,0 @@
Shader "ConformalDecals/Feature/Bumped"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile DECAL_PROJECT DECAL_PREVIEW
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _RimFalloff;
float4 _RimColor;
#define DECAL_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormalDXT5nm(tex2D(_DecalBumpMap, IN.uv_bump));
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Normal = normal;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile DECAL_PROJECT DECAL_PREVIEW
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _RimFalloff;
float4 _RimColor;
#define DECAL_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_bump));
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Normal = normal;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -1,143 +0,0 @@
Shader "ConformalDecals/Paint/Diffuse"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -1,159 +0,0 @@
Shader "ConformalDecals/Paint/DiffuseSDF"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -1,165 +0,0 @@
Shader "ConformalDecals/Paint/Specular"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _SpecMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
color.a *= _DecalOpacity;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r * color.a;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _SpecMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -1,180 +0,0 @@
Shader "ConformalDecals/Paint/SpecularSDF"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float4 _SpecMap_ST;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float4 _SpecMap_ST;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -1,26 +1,91 @@
#ifndef DECALS_COMMON_INCLUDED
#define DECALS_COMMON_INCLUDED
#include "AutoLight.cginc"
#include "Lighting.cginc"
#define CLIP_MARGIN 0.1
// UNIFORM VARIABLES
// Projection matrix, normal, and tangent vectors
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalTangent;
// Common Shading Paramaters
float _Cutoff;
float _DecalOpacity;
float4 _Background;
sampler2D _Decal;
float4 _Decal_ST;
// Variant Shading Parameters
#ifdef DECAL_BASE_NORMAL
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
#endif //DECAL_BASE_NORMAL
#ifdef DECAL_BUMPMAP
sampler2D _BumpMap;
float4 _BumpMap_ST;
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
sampler2D _SpecMap;
float4 _SpecMap_ST;
fixed _Shininess;
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
sampler2D _Emissive;
float4 _Emissive_ST;
fixed4 _Emissive_Color;
#endif //DECAL_EMISSIVE
// KSP EFFECTS
// opacity and color
float _Opacity;
float4 _Color;
float _RimFalloff;
float4 _RimColor;
// fog
float4 _LocalCameraPos;
float4 _LocalCameraDir;
float4 _UnderwaterFogColor;
float _UnderwaterMinAlphaFogDistance;
float _UnderwaterMaxAlbedoFog;
float _UnderwaterMaxAlphaFog;
float _UnderwaterAlbedoDistanceScalar;
float _UnderwaterAlphaDistanceScalar;
float _UnderwaterFogFactor;
// SURFACE INPUT STRUCT
struct DecalSurfaceInput
{
float3 uv;
float2 uv_decal;
#ifdef DECAL_NORMAL
float2 uv_bump;
#endif //DECAL_NORMAL
#ifdef DECAL_BUMPMAP
float2 uv_bumpmap;
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECULAR
float2 uv_spec;
#endif //DECAL_SPECULAR
#ifdef DECAL_SPECMAP
float2 uv_specmap;
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
float2 uv_glow;
float2 uv_emissive;
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
float3 normal;
#endif
float3 vertex_normal;
float3 viewDir;
float3 worldPosition;
};
@ -59,20 +124,6 @@ struct v2f
#endif //UNITY_PASS_FORWARDADD
};
// Projection matrix, normal, and tangent vectors
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalTangent;
#ifdef DECAL_BASE_NORMAL
sampler2D _BumpMap;
float4 _BumpMap_ST;
#endif //DECAL_BASE_NORMAL
float _Cutoff;
float _DecalOpacity;
float _Opacity;
float4 _Background;
inline void decalClipAlpha(float alpha) {
#ifndef DECAL_PREVIEW
@ -88,200 +139,23 @@ inline float CalcMipLevel(float2 texture_coord) {
return 0.5 * log2(delta_max_sqr);
}
// modifed version of the KSP BlinnPhong because it does some weird things
inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
fixed diff = max(0, dot(s.Normal, lightDir));
float nh = max(0, dot(s.Normal, h));
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
fixed4 c = 0;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
return c;
}
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
v2f vert_forward(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
float3 q = abs(p - 0.5) - 0.5; // 1x1 square/cube centered at (0.5,0.5)
//float dist = length(max(q,0)) + min(max(q.x,max(q.y,q.z)),0.0); // true SDF
#ifdef DECAL_PREVIEW
o.uv_decal = v.texcoord;
#else
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#endif //DECAL_PREVIEW
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL
float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
return 10 * max(q.x, q.y); // 2D pseudo SDF
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
// SH/ambient light
#if UNITY_SHOULD_SAMPLE_SH
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
o.vlight = shlight;
#else
o.vlight = 0.0;
#endif // UNITY_SHOULD_SAMPLE_SH
// vertex light
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE
// pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_LIGHTING(o, 0.0);
return o;
}
fixed4 frag_forward(v2f IN) : SV_Target
{
// declare data
DecalSurfaceInput i;
SurfaceOutput o;
fixed4 c = 0;
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);
float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
// setup world-space light and view direction vectors
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
float dist = max(max(q.x, q.y), q.z); // pseudo SDF
float ndist = -dot(normal, projNormal); // SDF to normal
return 10 * max(dist, ndist); // return intersection
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
// perform decal projection
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// clip texture outside of xyz bounds
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
#endif //DECAL_PREVIEW
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
#ifdef DECAL_NORMAL
i.uv_bump = TRANSFORM_TEX(uv_projected, _DecalBumpMap);
#endif //DECAL_NORMAL
#ifdef DECAL_SPECULAR
i.uv_spec = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECULAR
#ifdef DECAL_EMISSIVE
i.uv_glow = TRANSFORM_TEX(uv_projected, _GlowMap);
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
#ifdef DECAL_PREVIEW
i.normal = fixed3(0,0,1);
#else
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
#endif //DECAL_PREVIEW
#endif //DECAL_BASE_NORMAL
//i.normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPosition;
// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
// call surface function
surf(i, o);
#ifdef DECAL_PREVIEW
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
}
o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Gloss = lerp(_Background.a, o.Gloss, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity;
#endif //DECAL_PREVIEW
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
// compute world normal
float3 WorldNormal;
WorldNormal.x = dot(_unity_tbn_0, o.Normal);
WorldNormal.y = dot(_unity_tbn_1, o.Normal);
WorldNormal.z = dot(_unity_tbn_2, o.Normal);
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;
//call modified KSP lighting function
c += LightingBlinnPhongDecal(o, lightDir, worldViewDir, atten);
// Forward base emission and ambient/vertex lighting
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += o.Emission;
c.rgb += o.Albedo * IN.vlight;
c.a = o.Alpha;
#endif //UNITY_PASS_FORWARDBASE
// Forward add multiply by alpha
#ifdef UNITY_PASS_FORWARDADD
c.rgb *= o.Alpha;
#endif
return c;
inline float SDFAA(float dist) {
float ddist = length(float2(ddx(dist), ddy(dist)));
float pixelDist = dist / ddist;
return saturate(0.5-pixelDist);
return saturate(0.5 - dist);
}
#endif
#endif

@ -0,0 +1,33 @@
#ifndef DECALS_LIGHTING_INCLUDED
#define DECALS_LIGHTING_INCLUDED
// modifed version of the KSP BlinnPhong because it does some weird things
inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
fixed diff = max(0, dot(s.Normal, lightDir));
float nh = max(0, dot(s.Normal, h));
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
fixed4 c = 0;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
return c;
}
// KSP underwater fog function
float4 UnderwaterFog(float3 worldPos, float3 color)
{
float3 toPixel = worldPos - _LocalCameraPos.xyz;
float toPixelLength = length(toPixel);
float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w;
float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(toPixelLength * _UnderwaterAlbedoDistanceScalar));
float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate((toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
}
#endif

@ -0,0 +1,184 @@
#ifndef DECALS_SURFACE_INCLUDED
#define DECALS_SURFACE_INCLUDED
#include "DecalsCommon.cginc"
#include "DecalsLighting.cginc"
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
v2f vert_forward(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
#ifdef DECAL_PREVIEW
o.uv_decal = v.texcoord;
#else
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#endif //DECAL_PREVIEW
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL
float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
// SH/ambient light
#if UNITY_SHOULD_SAMPLE_SH
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
o.vlight = shlight;
#else
o.vlight = 0.0;
#endif // UNITY_SHOULD_SAMPLE_SH
// vertex light
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE
// pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_LIGHTING(o, 0.0);
return o;
}
fixed4 frag_forward(v2f IN) : SV_Target
{
#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
// perform decal projection
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
clip(uv_projected.xyz + CLIP_MARGIN);
clip(CLIP_MARGIN + (1-uv_projected.xyz));
#endif //DECAL_PREVIEW
// declare data
DecalSurfaceInput i;
SurfaceOutput o;
fixed4 c = 0;
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);
float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
// setup world-space light and view direction vectors
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
i.uv = uv_projected;
#ifdef DECAL_BUMPMAP
i.uv_bumpmap = TRANSFORM_TEX(uv_projected, _BumpMap);
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
i.uv_specmap = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
i.uv_emissive = TRANSFORM_TEX(uv_projected, _Emissive);
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
#ifdef DECAL_PREVIEW
i.normal = fixed3(0,0,1);
#else
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
#endif //DECAL_PREVIEW
#endif //DECAL_BASE_NORMAL
i.vertex_normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPosition;
// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
// call surface function
surf(i, o);
#ifdef DECAL_PREVIEW
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Gloss = lerp(_Background.a, o.Gloss, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity;
#endif //DECAL_PREVIEW
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
// compute world normal
float3 WorldNormal;
WorldNormal.x = dot(_unity_tbn_0, o.Normal);
WorldNormal.y = dot(_unity_tbn_1, o.Normal);
WorldNormal.z = dot(_unity_tbn_2, o.Normal);
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;
//call modified KSP lighting function
c += LightingBlinnPhongDecal(o, lightDir, worldViewDir, atten);
// Forward base emission and ambient/vertex lighting
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += o.Emission;
c.rgb += o.Albedo * IN.vlight;
c.a = o.Alpha;
#endif //UNITY_PASS_FORWARDBASE
// Forward add multiply by alpha
#ifdef UNITY_PASS_FORWARDADD
c.rgb *= o.Alpha;
#endif
return c;
}
#endif

@ -0,0 +1,38 @@
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = tex2D(_Decal, IN.uv_decal);
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = _DecalOpacity;
#ifdef DECAL_BASE_NORMAL
float3 normal = IN.normal;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
o.Alpha *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
#endif
#ifdef DECAL_BUMPMAP
o.Normal = tex2D(_BumpMap, IN.uv_bumpmap);
#endif
#ifdef DECAL_SPECMAP
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Gloss = specular.r;
o.Specular = _Shininess;
#endif
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
#ifdef DECAL_EMISSIVE
o.Emission += tex2D(_Emissive, IN.uv_emissive).rgb * _Emissive_Color.rgb * _Emissive_Color.a;
#endif
float dist = BoundsDist(IN.uv, IN.vertex_normal, _DecalNormal);
#ifdef DECAL_SDF_ALPHA
float decalDist = _Cutoff - color.a;
o.Alpha *= SDFAA(max(decalDist, dist));
#else
o.Alpha *= SDFAA(dist);
o.Alpha *= color.a;
#endif
}

@ -0,0 +1,85 @@
Shader "ConformalDecals/Decal/Standard"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL DECAL_BUMPMAP
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_EMISSIVE
#pragma multi_compile_local __ DECAL_SDF_ALPHA
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "StandardDecal.cginc"
ENDCG
}
Pass
{
Name "FORWARD_ADD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL DECAL_BUMPMAP
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_EMISSIVE
#pragma multi_compile_local __ DECAL_SDF_ALPHA
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "StandardDecal.cginc"
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
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